Modern Ops / Sci-fi using D&D 5e??
I thought to myself, sure, let’s go for it. I love modern ops, sci-fi, and D&D. Why not run D&D in space? So, first, I start with how firearms and modern weapons are covered in the DMG pages 267-268 and these two articles from WOTCs website:
My New D20 Modern Campaign
Modern Magic | Unearthed Arcana
Then I added my own flare for what you need in your personal setting, going with the D&D 5th Edition rule of “specific trumps general”. I also created two commonly used “paths” for the Rogue class, extrapolating from the long out-of-print “DragonStar” d20 setting. Read more
Late last year (2002 at the time of this writing), on what I hope I may be excused for calling an inauspicious day, someone known to me only by an Internet screen name, somewhere else in these United States, was persecuted for being a gamer. Read more
In ages past, when the Harbingers made landfall at Cloudhead, they brought the GIFTS with them. Since that day, people in the solar system have discovered special abilities given to them. The GIFTS were to help the people thrive together and to fight against the evils which had implanted themselves into the solar system. People bearing similar GIFTS gathered together and formed what now are referred to as Houses. These Houses are not geographical distinctions, but rather talent distinctions. There are 12 Great Houses representing the most prominent GIFTS. There are unrepresented GIFTS, but they are exceedingly rare.
The Houses function like churches. The Houses are most like religious organizations and all share the same faith but pursue the tenets through the GIFTS they have. There are different sects within each House but they largely share the same principles and work towards the same goals. Read more
Eight months ago we began exploring ways of bring our faith to bear on our games. In that time, we looked at quite a variety of ideas. We said that you could play the Good Guys, characters who shared at least part of your faith; but that you could also play the Bad Guys, showing the nature of evil and possibly making others examine their own hearts through this. Fantasy was recommended, as magic demands we consider the possibility of the supernatural world; and it was suggested that the existence of that supernatural world view demanded that Justice prevail in the worlds we create. We spoke of glorifying God by being The Best players we could be. We considered reflecting in our characters the Awe which should naturally follow from being in the presence of a god. Last month we added Wisdom to the list of things that reflect a belief in God.
As we come to the end of two years of this series, I realize that there is a far more subtle means of bringing our faith into our games. It has many expressions, but ultimately all of them can be summed up as one form or another of imagery. Read more